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Unity【Multiplayer 多人在线】服务端、客户端通用架构的使用指南

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🚩 Import

  • 在框架Package Manager中搜索并下载导入Socket模块;
  • Package包中包含Server服务端内容以及protogen工具,将其解压到工程外;

🚀 protogen使用方法

  • 编写的.proto文件放入proto文件夹中;

  • 打开run.bat文件,编辑编译指令;

  • 运行run.bat文件,生成后的.cs脚本在cs文件夹中,将其放入到Unity中即可;

注:.proto文件编译为.cs脚本后,该脚本一般不轻易改动。

  • 如果有大量的.proto文件需要编译,编辑编译指令可能会比较繁琐,因此可以使用自定义的工具Protogen Helper来自动创建run.bat文件。

代码如下:

using System.IO;
using UnityEngine;
using UnityEditor;
using System.Text;
using System.Diagnostics;

namespace Mutiplayer
{
   
    /// <summary>
    /// Proto通信协议类编译工具
    /// </summary>
    public class ProtogenHelper : EditorWindow
    {
   
        [MenuItem("Multiplayer/Protogen Helper")]
        public static void Open()
        {
   
            var window = GetWindow<ProtogenHelper>("Protogen Helper");
            window.maxSize = new Vector2(1000f, 60f);
            window.minSize = new Vector2(200f, 60f);
            window.Show();
        }

        //根路径
        private string rootPath;
        private const string prefsKey = "Protogen.exe Path";

        private void OnEnable()
        {
   
            rootPath = EditorPrefs.HasKey(prefsKey) ? EditorPrefs.GetString(prefsKey) : string.Empty;
        }

        private void OnGUI()
        {
   
            GUILayout.Label("protogen.exe所在路径:");
            GUILayout.BeginHorizontal();
            {
   
                string path = GUILayout.TextField(rootPath);
                if (path != rootPath)
                {
   
                    rootPath = path;
                    EditorPrefs.SetString(prefsKey, rootPath);
                }
                if (GUILayout.Button("Browse", GUILayout.Width(55f)))
                {
   
                    path = EditorUtility.OpenFolderPanel("选择路径", rootPath, null);
                    if (path != rootPath)
                    {
   
                        rootPath = path;
                        EditorPrefs.SetString(prefsKey, rootPath);
                    }
                }
            }
            GUILayout.EndHorizontal();

            if (GUILayout.Button("Create .bat"))
            {
   
                string protoPath = rootPath + "/proto";
                if (!Directory.Exists(protoPath))
                {
   
                    UnityEngine.Debug.Log($"<color=red>文件夹不存在</color> {
     protoPath}");
                    return;
                }
                string csPath = rootPath + "/cs";
                //如果cs文件夹不存在则创建
                if (!Directory.Exists(csPath))
                {
   
                    Directory.CreateDirectory(csPath);
                }
                DirectoryInfo di = new DirectoryInfo(protoPath);
                //获取所有.proto文件信息
                FileInfo[] protos = di.GetFiles("*.proto");
                //使用StringBuilder拼接字符串
                StringBuilder sb = new StringBuilder();
                //遍历
                for (int i = 0; i < protos.Length; i++)
                {
   
                    string proto = protos[i].Name;
                    //拼接编译指令
                    sb.Append(rootPath + @"/protogen.exe -i:proto\" + proto + @" -o:cs\" + proto.Replace(".proto", ".cs") + "\r\n");
                }
                sb.Append("pause");

                //生成".bat文件"
                string batPath = $"{
     rootPath}/run.bat";
                File.WriteAllText(batPath, sb.ToString());
                //打开该文件夹
                Process.Start(rootPath);
            }
        }
    }
}

🪐 客户端接口

  • Connect: 连接服务端;
/// <summary>
/// 连接服务端
/// </summary>
/// <param name="ip">服务器IP地址</param>
/// <param name="port">端口</param>
public void Connect(string ip, int port)
  • Send:发送数据;
/// <summary>
/// 发送数据
/// </summary>
/// <param name="proto">协议</param>
public void Send(IExtensible proto)
  • Close:关闭与服务端的连接;
/// <summary>
/// 关闭连接
/// </summary>
public void Close()

🌈 服务端接口

  • 向单个客户端发送数据;
/// <summary>
/// 向客户端发送协议(单点发送)
/// </summary>
/// <param name="client">客户端</param>
/// <param name="proto">协议</param>
public static void Send(Client client, IExtensible proto)
  • 向所有客户端发送数据;
/// <summary>
/// 向所有客户端发送协议(广播)
/// </summary>
/// <param name="proto">协议</param>
public static void Send(IExtensible proto)
  • 向指定客户端之外的所有客户端发送数据;
/// <summary>
/// 向指定客户端之外的所有客户端发送协议
/// </summary>
/// <param name="proto">协议</param>
/// <param name="except">不需要发送的客户端</param>
public static void Send(IExtensible proto, Client except)
  • 关闭指定客户端的连接;
/// <summary>
/// 关闭客户端连接
/// </summary>
/// <param name="client">客户端</param>
public static void Close(Client client)

🧭 数据处理

根据解析出的协议名来调用相应的处理方法:

以上是服务端对ProtoTest类型协议的处理示例,服务端通过Send将该消息转发给所有客户端。

🎨 Example

using UnityEngine;
using SK.Framework.Sockets;
using System.Collections.Generic;

 public class Example : MonoBehaviour
{
   
    private Vector2 scroll;
    private List<string> messages = new List<string>();
    private string content;
    private NetworkManager NetworkManager;

    private void OnGUI()
    {
   
        GUI.enabled = !NetworkManager.IsConnected;
        if (GUILayout.Button("Connect", GUILayout.Width(200f), GUILayout.Height(50f)))
        {
   
            NetworkManager.Connect("127.0.0.1", 8801);
        }
        GUI.enabled = NetworkManager.IsConnected;
        if (GUILayout.Button("Disconnect", GUILayout.Width(200f), GUILayout.Height(50f)))
        {
   
            NetworkManager.Close();
        }

        GUILayout.BeginVertical("Box", GUILayout.Height(200f), GUILayout.Width(300f));
        scroll = GUILayout.BeginScrollView(scroll);
        {
   
            for (int i = 0; i < messages.Count; i++)
            {
   
                GUILayout.Label(messages[i]);
            }
        }
        GUILayout.EndScrollView();
        GUILayout.EndVertical();

        GUILayout.BeginHorizontal();
        content = GUILayout.TextField(content, GUILayout.Height(50f));
        if (GUILayout.Button("Send", GUILayout.Width(50f), GUILayout.Height(50f)))
        {
   
            if (!string.IsNullOrEmpty(content))
            {
   
                ProtoBuf.IExtensible proto = new proto.ProtoTest.ProtoTest() {
    content = content };
                NetworkManager.Send(proto);
                content = string.Empty;
            }
        }
        GUILayout.EndHorizontal();
    }
    private void Start()
    {
   
        NetworkManager = GetComponent<NetworkManager>();
    }

    public void OnProtoTestEvent(proto.ProtoTest.ProtoTest protoTest)
    {
   
        messages.Add(protoTest.content);
    }
}


转载:https://blog.csdn.net/qq_42139931/article/details/128205617
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